18#include "../shared/api.h"
19#include "../shared/entityDef.h"
21#include "NSGameRules.h"
24#include "../nav/defs.h"
32#include "ai_schedule.h"
35#define EVALUATE_FIELD(fieldname, changedflag) {\
36 if (ATTR_CHANGED(fieldname)) {\
37 SetSendFlags(changedflag);\
39 SAVE_STATE(fieldname);\
42#define EVALUATE_VECTOR(fieldname, idx, changedflag) {\
43 if (VEC_CHANGED(fieldname, idx)) {\
44 SetSendFlags(changedflag);\
46 SAVE_STATE_FIELD(fieldname, idx);\
49#define SENDENTITY_BYTE(field, changedflag) {\
50 if (flChanged & changedflag)\
51 WriteByte(MSG_ENTITY, field);\
54#define SENDENTITY_SHORT(field, changedflag) {\
55 if (flChanged & changedflag)\
56 WriteShort(MSG_ENTITY, field);\
59#define SENDENTITY_INT(field, changedflag) {\
60 if (flChanged & changedflag)\
61 WriteInt(MSG_ENTITY, field);\
64#define SENDENTITY_FLOAT(field, changedflag) {\
65 if (flChanged & changedflag)\
66 WriteFloat(MSG_ENTITY, field);\
69#define SENDENTITY_STRING(field, changedflag) {\
70 if (flChanged & changedflag)\
71 WriteString(MSG_ENTITY, field);\
74#define SENDENTITY_COORD(field, changedflag) {\
75 if (flChanged & changedflag)\
76 WriteCoord(MSG_ENTITY, field);\
79#define SENDENTITY_ANGLE(field, changedflag) {\
80 if (flChanged & changedflag)\
81 WriteAngle(MSG_ENTITY, field);\
84#define SENDENTITY_ENTITY(field, changedflag) {\
85 if (flChanged & changedflag)\
86 WriteEntity(MSG_ENTITY, field);\
89#define SENDENTITY_COLOR(field, changedflag) {\
90 if (flChanged & changedflag)\
91 WriteByte(MSG_ENTITY, field * 255.0);\
94#define SENDENTITY_MODELINDEX(field, changedflag) {\
95 if (flChanged & changedflag)\
96 WriteShort(MSG_ENTITY, field);\
99var
bool g_isloading =
false;
101var
bool autocvar_mp_flashlight =
true;
103void Client_FixAngle(entity, vector);
104void Client_ShakeOnce(vector,
float,
float,
float,
float);
111.void(
void) PlayerUse;
112.void(
void) PlayerUseUnpressed;
123int trace_surfaceflagsi;
125string __fullspawndata;
127var
bool g_ents_initialized = FALSE;
134#define SAVE_DECIMAL(x,y,z) fputs(x, sprintf("%S \"%d\" ", y, z))
135#define SAVE_INTEGER(x,y,z) fputs(x, sprintf("%S \"%i\" ", y, z))
136#define SAVE_FLOAT(x,y,z) fputs(x, sprintf("%S \"%f\" ", y, z))
137#define SAVE_VECTOR(x,y,z) fputs(x, sprintf("%S \"%v\" ", y, z))
138#define SAVE_STRING(x,y,z) fputs(x, sprintf("%S \"%s\" ", y, z))
139#define SAVE_HEX(x,y,z) fputs(x, sprintf("%S \"%x\" ", y, z))
147ncEntity EntityDef_SpawnClassname(
string className);
153ncEntity EntityDef_CreateClassname(
string className);
182WriteEntityEvent(
float to, entity targetEntity,
float eventType)
184 WriteByte(to, SVC_CGAMEPACKET);
185 WriteByte(to, EV_ENTITYEVENT);
186 WriteEntity(to, targetEntity);
187 WriteFloat(to, eventType);
ncEntity is the lowest of the user-accessible entity class.
Definition: NSEntity.h:54
float botinfo
Definition: botinfo.h:41
string EntityDef_GetKeyValue(string, string)
Retrieves the value of a specific key defined within an EntityDef.
Definition: entityDef.qc:275
bool EntityDef_HasSpawnClass(string className)
Checks if an entity class was defined in an EntityDef.
Definition: entityDef.qc:610
ncEntity Entity_CreateClass(string className)
Always returns a valid entity.
Definition: entityDef.qc:596
void Mapcycle_Load(string)
Can be called by the server game to override the current mapcycle with that of a custom mapcycle file...
Definition: mapcycle.qc:18